for the last level is there an elegant solution? i made rail spaghetti
also some feedback: placing rails were really difficult because of the dragging behavior. keybinds to specific rails might have been better with how detailed the later levels get
There are a lot of oddities mostly had to do with the coding of the game of how the tracks work, and I could say most of the time covemonty just follows the curves.... Or dead ends in specific set-ups, that sometimes it treats it like a curve. Train carts as well also had oddities.
Well its hard to say, until others will say so, but the only one so far that felt unnecessary was like the second to the last level, (last level being the 3 stacks of hard blocks), where you can just destroy the second train carts first then you can just solve it as is, and could also be an earlier level imo.
Also oh yeah, upon replaying again, the 4 multipush block and the 3 multipush block one. I think you can remove the 4 block level as it does have the same goal/puzzle, or you can expand/rework the 4 block one and make it a later level.
There's a level with 4 multipush blocks and 3 targets; I had no idea what the 4th block was meant to be for. The later level that's the exact same but with the 4th block removed had the exact same solution.
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super fun and interesting! i'd play a full game of this
here are a couple interesting solutions i found for some of the levels
SPOILERS BELOW!
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i found a way to end with the button permanently pressed on this one by killing a train against the box
here are 2 (potentially) minimal solutions
for the last level is there an elegant solution? i made rail spaghetti
also some feedback: placing rails were really difficult because of the dragging behavior. keybinds to specific rails might have been better with how detailed the later levels get
This is a strange structure. When entering the intersection from south, it will turn left instead of going straight ahead.

There are a lot of oddities mostly had to do with the coding of the game of how the tracks work, and I could say most of the time covemonty just follows the curves.... Or dead ends in specific set-ups, that sometimes it treats it like a curve. Train carts as well also had oddities.
“This game DO impress me much” - Shania Train
I think you're really cooking with this one.
amazing sokoban + train mechanism
nice
Well, I will say this game has open ended solutions.
If there are levels were you completely ignore some elements, do tell! I don't mind open-endedness but I'd prefer not having unnecessary elements.
Well its hard to say, until others will say so, but the only one so far that felt unnecessary was like the second to the last level, (last level being the 3 stacks of hard blocks), where you can just destroy the second train carts first then you can just solve it as is, and could also be an earlier level imo.
Adjusted this level a bunch; thanks a lot for the feedback!
Also oh yeah, upon replaying again, the 4 multipush block and the 3 multipush block one. I think you can remove the 4 block level as it does have the same goal/puzzle, or you can expand/rework the 4 block one and make it a later level.
For lv references: LV. 11 & 15
There's a level with 4 multipush blocks and 3 targets; I had no idea what the 4th block was meant to be for. The later level that's the exact same but with the 4th block removed had the exact same solution.
Feel like this have a lot of cheese potential